Tournamental

Clouds and Fans

I kept my mechanic simple so I could work in a system that I hadn’t used before: Niagara. I wanted to dive into the system to make my clouds tile stand out and be memorable. My goal was to create something that both obscured view and killed the player once they entered the space. The fan tile was a complimentary mechanic that allowed the player to remove the clouds so they could progress through the stage.

Tournamental was my first time working with a tile-based system versus the usual physics-based system. Our objective was to develop a mechanic from scratch and fit it in with the base code provided.

The Tile Troubles

I struggled to adapt initially what I had learned from the physics-based system that I had been working with up to this point. Translating even simple things took a bit to click before I could make some significant progress. Mostly, troubleshooting issues held me back as my brain wrangled with adapting my knowledge. I got there eventually and I’m proud that I didn’t concede defeat or compromise on my vision.

Future Prospects

In the end, I found working with tiles to be engaging and a fun way to look at design problems. Ironically, the solutions to a lot of my problems were similar to foundational knowledge, so it made me reflect back to the principles of design and blueprints. I’m excited to apply these ideas in future projects to see what else I can come up with!

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The Duel

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The Wall